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IW4M aCI Update 5
#1
Recently IW4M aCI has been updated and CG_Obituary has been trapped and from now no recoil will shake your screen, Haven't looked into it but I will soon try to bypass it blabla, you can get more information here : aCI false positive (30015) fixed - fourDeltaOne @3015 could be a false positive @3017 is for CG_Obituary @3019 is for aimbot (can detect any aimbot, even if it's undetected, they're checking for quickly changing viewangles i think.)
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#2
They got an aimbot detector, it checks if viewangles are applied quickly or whatever so, then we get @3019 This image has been resized. Click this bar to view the full image. The original image is sized 1271x729.
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#3
So will there be a new DeltaFourOne hack out soon? I'm stupid lol
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#4
@30014 - UpdateFrame probably ;3 Thanks Barata...
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#5
Is this the end to 4D1 aimbots then...
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#6
Quote: Originally Posted by Hawky222 Is this the end to 4D1 aimbots then... I'm sure someone will find a way to bypass it thought it's server-side aCI
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#7
Don't detour functions, because it's easy to find and detect. Hook them via breakpoints, or hook something inside your function (any calls, jumps, comparings etc. can become nice hook startpoints. Just make sure you're not ruining the stack or game logic or make sure you are compensating it). I didn't see aCI3 in action yet, and i don't know what's detected and what's not, so i can't tell you more.
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#8
Quote: Originally Posted by patcherPRO Don't detour functions, because it's easy to find and detect. Hook them via breakpoints, or hook something inside your function (any calls, jumps, comparings etc. can become nice hook startpoints. Just make sure you're not ruining the stack or game logic or make sure you are compensating it). I didn't see aCI3 in action yet, and i don't know what's detected and what's not, so i can't tell you more. Yea, but I've found another hook and the only main problem is : no recoil and applying viewangles fast, it is what it detects, the server-side aCI checks for null'ed recoil, if it is then your screen shakes and if viewangles are applied too fast then we're considered as cheaters and we get kicked for it (@30019).
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#9
Did you try to use server viewangles instead of visual? I guess: if they check viewangles, then they read viewangles, so you can set READ-breakpoint on viewangles address and log all adresses where this memory area is reading from. And if something outside reads it - return original value, if the game reads it - return modified value. I think this will work for NoRecoil too, just work with recoil vector instead of viewangles vector. It will be harder if they can detect
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#10
Quote: Originally Posted by newtechnology I'm sure someone will find a way to bypass it thought it's server-side aCI
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